I'm sure there's something ridiculously simple that I'm missing which I'm going to beat myself over afterwards, but I can't for the life of me figure out why I can't connect to Photon Cloud on my game. I get the clientTimeout DisconnectCause from the OnDisconnected callback. The demo provided with the PUN 2 unity package doesn't get this error. However, if I do that same on a new project, neither the demo or my game can connect. Both get the clientTimeout warning.
Here's my code:
public void Connect() { Debug.Log("Connecting..."); // keep track of the will to join a room, because when we come back from the game we will get a callback that we are connected, // so we need to know what to do then isConnecting = true; // we check if we are connected or not, we join if we are , else we initiate the connection to the server. if (PhotonNetwork.IsConnected) { // #Critical we need at this point to attempt joining a Random Room. If it fails, we'll get notified in OnJoinRandomFailed() and we'll create one. PhotonNetwork.JoinRandomRoom(); } else { // #Critical, we must first and foremost connect to Photon Online Server. PhotonNetwork.GameVersion = gameVersion; PhotonNetwork.ConnectUsingSettings(); } } public override void OnConnectedToMaster() { Debug.Log("Connected to " + PhotonNetwork.CloudRegion); // we don't want to do anything if we are not attempting to join a room. // this case where isConnecting is false is typically when you lost or quit the game, when this level is loaded, OnConnectedToMaster will be called, in that case // we don't want to do anything. if (isConnecting) { // #Critical: The first we try to do is to join a potential existing room. If there is, good, else, we'll be called back with OnJoinRandomFailed() PhotonNetwork.JoinRandomRoom(); Debug.Log("Joined room " + PhotonNetwork.CurrentRoom.Name); } } public override void OnDisconnected(DisconnectCause cause) { Debug.LogWarningFormat("PUN Basics Tutorial/Launcher: OnDisconnected() was called by PUN with reason {0}", cause); }The Connect() function is called through a UI button